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I am at the 4th iteration on the pixel inspector and light path debugging tool. Eventually I moved the path collection to the GPU, so I don't have to toggle between CPU and GPU rendering, making the visualization fully interactive.

83,377 görüntüleme • 2 yıl önce •via X (Twitter)

10 Yorum

Tom Stochastic | Making Tiny Glade 🏰🌿 profil fotoğrafı
Tom Stochastic | Making Tiny Glade 🏰🌿2 yıl önce

That looks extremely useful and well done! Totally stealing it for my future renderers :D

Max Liani profil fotoğrafı
Max Liani2 yıl önce

🙏 Looking forward to see your take on it!

Crozius profil fotoğrafı
Crozius2 yıl önce

nice, I always wanted to have such a feature in the renderer!

Max Liani profil fotoğrafı
Max Liani2 yıl önce

Hehe. Me too, I don’t have much time available to fix light transport issues; good visualization, plus the ability to repeat the path on the CPU with a debugger are key.

SimonA profil fotoğrafı
SimonA2 yıl önce

Love it

Blarghamel Jones profil fotoğrafı
Blarghamel Jones2 yıl önce

"This will be the [fourth] time we have [rewritten] it, and we have become exceedingly efficient at it" Well done!

Max Liani profil fotoğrafı
Max Liani2 yıl önce

Hehe, more like the fourth time I come back to the feature adding bits and improvements. Actually, this is still using the first implementation core 😄

Aakash KT profil fotoğrafı
Aakash KT2 yıl önce

This is so great!

Jarl Larsson profil fotoğrafı
Jarl Larsson2 yıl önce

Wow that’s super neat, so the path collecting visualization is all gpu, no readback inbetween? 😃

Max Liani profil fotoğrafı
Max Liani2 yıl önce

It does read back. The paths visualization is rasterized on top of the path traced image. But the earlier iteration was running on a matching CPU path tracer.

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